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have a choice of directions, but "detour" signs can be set to force  <br>
have a choice of directions, but "detour" signs can be set to force  <br>
an opponent to move in a set direction.  <br>
an opponent to move in a set direction.  <br>
The number of points lost for not hitting a "checkpoint"  <br>
exactly are determined by counting the nearest number of  <br>
spaces from the car to the checkpoint after the player's  <br>
move on that turn. At the last checkpoint, if a player gets  <br>
there too soon he continues moving in order to determine  <br>
his lost points.  <br>
Remembered that each player draws a card for each  <br>
checkpoint telling him when he has to reach it, so each  <br>
has a different setup.  <br>
<u>COUNTERPOISE</u> an elaboration of <u>HEX</u> played on a board  <br>
as shown.
[Diagram of essentially a <u>HEX</u> board - Two opposite edges are red and the other two opposite edges are green. Within the red/green rows alternating spaces are marked with a black dot. The top and bottom corners are marked with a star.]
Each player has 19 pieces; one  <br>
master piece formed by putting two  <br>
checkers on top of each other;  <br>
eight single pieces with  <br>
black dots; 10 plain pcs. They are  <br>
set up as shown. Pieces move or  <br>
jump as in the game of <u>CHINESE CHECKERS</u>.  <br>
When the double piece jumps over a plain piece  <br>
of the opponent it is removed and placed at  <br>
one of the two starred spaces at the far ends  <br>
or, if occupied in the nearest empty space. The capturer has the  <br>
choice of ends. No other jumps cause captures.  <br>
Object is to form a continuous chain between the two sides  <br>
of your color. Starred spaces can be used by either player as an end.
(cont. on 11/15)